Best Answer Dúnedain76, 03 October 2020 - 02:45 AM
For the base SDK BFME Asset Builder you need to move the compiledtextures folder into the textures folder and then run the .exe in the base mod directory (where the asset.dat is located.) Run it two or three times to clear out any compiling errors and then move the whole compiled textures folder back to it's normal location.
As for sounds, you're correct. You do not need to run any asset for sounds. All you need to do is make sure your sound files are exported as 16-bit .wav in Audacity and they should work fine ingame. I also highly recommend joining the T3A Modding Discord! It is much easier and faster to get an answer to these kind of questions there, as it is much more active than the forums now.